Politics
Aethyrian politics are intricate, and often heavily intwined with both individual alignment (with Aether or Nether), as well as element alone. The majority of the Realm is governed by Aethyrian dragons, beneath Imperial Houses; these Imperials are overseen by the Elder Council in the Heartlands, which is a purely neutral space. The Council - called the Elder Keepers by many - serves to guide the Imperial Houses and their elemental kingdoms, as well as help in overseeing the election of new monarchs from these Houses, if not raising a new family to Imperial status. Every Imperial House bows to the authority of the Elders, though some may try to evade their notice, and others may resent their abject authority.
Houses are wealthy families, often equated to nobility, that hold power beneath the Imperials, especially over certain occupations and sections of the economy, driving the market in any large city. Houseless dragons are common, not attached to any wealthy family, and do not generally hold much pull or coin. However, any Houseless dragon may rise in rank through sponsorship by a House, despite their ‘common’ blood.
The Celestial Faith, despite being a religion, is also heavy-handed in affecting Aethyrian government. Imperial Houses must remain faithful to the Celestial Gods, or the Order will attempt to override their authority and remove them - sometimes by force. Most, if not all, Imperial Houses are built upon the Celestial Faith, and actively restrict worship of other religions within their territories.The Order has, in the past, forced an Imperial Monarch to abandon their post and have pushed their own candidate into the running. As most know, to state that these events have occurred is hearsay.
The Imperial Houses themselves are the heads of state in each elemental territory; each element has a single kingdom that governs their elemental region (often a continent), and each Imperial Monarch is selected from a handful of eligible candidates put forward by that House by electors every hundred years. Not often is a monarch chosen twice in a row, though some elemental kingdoms are more apt to this than others. Below are the tendencies of each elemental kingdom and their usual governing structure.
Aeria - wind - Imperials generally have an easygoing and simple government, accepting of most. Their views of the Houseless are favorable, and most of their laws are loose and open. Beside their Imperial Monarch, the kingdom of the Heavenly Spires generally holds a council of nobles within their House to advise, as well as close ties with the Elder Keeper of Aeria.
Aquaria - water - Imperials generally keep to themselves, deep within the waters of their home. They are thought of to be well settled in ritual, and all rites must be adhered to when a new Imperial Monarch is chosen, or a selection of possible heirs put forward to their electors. Heavily religious, and dedicated to the Celestial Faith. The Imperial House of the Starswept Oceans surface to meet with their Elder on a regular basis, adhering to their oversight.
Glacia - ice - Imperials generally put forward a hard and unyielding front, looking down upon most others not of their element, and especially those of Nether alignment. Houseless dragons and non-dragon races are treated with disdain, and most Aethyrian Glacia dragons of noble birth want nothing to do with those beneath them. Reasonably settled within the Celestial Faith, though their methods of worship and rule are little known to outsiders. The Imperial House of Frostlorne do not meet with their Elder Keeper regularly, but do respect their authority.
Ignia - fire - Imperials generally hold to a more traditional monarchy, keeping their candidates for election a number of carefully-chosen heirs. They are tolerant of Houseless, but range from monarch to monarch on their views of other races. They are explosive in their distaste of Nether dragons, and are exceptionally protective of their lands and their laws. The Imperial House of Vulcandaern respects its Elder Keeper and keeps regular contact with them, but actively distrusts the rest of the Council and argues with anything the Nether Elders may propose.
Natura - earth - Imperials generally favor all beneath their wide wings, and are quite possibly the most changeable and adaptable of all of the elements. Their Imperial Houses do not tend to stay Imperial long, but change like the seasons often with every Imperial Monarch chosen. However, Natura dragons are accepting of this, and as such their government is rock-steady despite the consistent change in leadership. The Imperial House of Vhirydea keeps constant contact with their Elder Keeper, and readily bows to their authority.
Voltia - lightning - Imperials generally put forward a stern face, protecting their own, both noble and non. They are traditionally more inclined to support laws that involve knowledge and training, promoting their citizens to rise above the average and attain superior heights. However, Voltia Imperial Monarchs also tend to be more nepotistic, and their councils are often filled with trusted relatives more than elected officials. The Imperial House of the Ancestral Peaks honors their Elder Keeper, but may be more prone to adhering to a more traditional monarchy, ignoring the electors to select a new monarch.
Anima - spirit - Imperials generally follow a similar route to Aquaria dragons; Anima tends to keep to itself, and are fairly ritualistic. However, they are harder on the Houseless and view other races (especially those not of Anima element) with mistrust, relying on spirit-readings before allowing anyone near their Imperial House's members or territories. Due to the light in which they're viewed by other elements, Anima Imperials have councils of only Anima dragons, and do not allow any others into their spaces, especially those of Aether. The Imperial House of the Eidolan Highlands listen only to their Elder Keeper and ignore the other Elders as if they do not exist.
Aurata - metal - Imperials generally are thought of as being very set in their ways and conservative in their views. Seen as stubborn and insular. This House's members are often wary of other elements and alignments, but are open to dealings should an individual or group prove their worth, and trust - once earned - is very difficult to break. They often work closely in trade with Voltia, and are regarded highest of the Nether dragons due to their influential creation of Aethyrian coinage, despite being a member of the Netherian Alliance. The Imperial House of the Suntouched Sands respect well their Elder Keeper, but are skeptical of the Elder Council as a whole.
Phobia - fear - Imperials generally are thought of to rule with fear and violence, and they uphold this belief to any outsider that may listen. However, though the House is adamant about keeping a straight monarchy, they do have a parliament comprised of elected leaders from the capital city and Imismala. Phobia Imperials and those of noble birth look down upon non-Phobia dragons and non-Nether elves, and often reflect this belief onto their lessers. Any that is not of Phobia element or a Nether-alignment elf needs sponsorship from a high-class Phobia dragon, left they be outed from their cities. The Imperial House of the Metusian Heights publicly denounce the oversight of their Elder and barely listen to their guidance, let alone the rest of the Elder Council.
Sanguia - blood - Imperials generally hold to a system that changes infrequently from monarch to monarch. Their laws are old, and based in logic that mimics how a body functions; the Imperials of Sanguia believe each dragon has a place, and that a task appointed to either a House dragon or the Houseless should be seen to its end. As such, poverty in larger cities is almost unknown, and crime is handled very quickly, quietly and efficiently. The Imperial House of the Sundered Coastlands respects their Elder and the rest of the Council, and offers little resistance when it comes time to elect a new Imperial Monarch.
Toxina - poison - Imperials generally govern openly, but fight for their opinions and commit to their laws even against the guidance of their Elders. They have a tolerant opinion of the Houseless, but seek to subjugate other races dwelling in their cities, and often use such creatures as elves as a half step above slave labor. As such, they are often violently opposed to outsiders, and guard their hidden cities viciously. The Imperial House of the Abyssal Boglands respects their Elder and does bow to the electoral process, but resents being controlled in such a way regardless of what monarch is in charge.
Umbra - shadow - Imperials generally hold to a strict monarchy, similar to Phobia, and their authoritarian laws leave little room for misinterpretation. They do not trust easily, and outright resent the electors that come to make an attempted selection of a new monarch, or oust the current House in charge. All Umbra dragons tend to see themselves as superior to the other elements, but the Imperial House pushed this by originally designing the Netherian Alliance, as to them, the Aether dragons are the purest form of evil. The Imperial House of the Darkreach Mountains acknowledges their Elder Keeper, but does not see the authority of the Council, and largely ignores the warnings they give.
Chrona - time - Imperials generally keep to themselves, viewing the Aetherian and Netherian Alliances as foolhardy and temporary. They have a rigidly structured government with a small senate that helps to train electors under the Elder Keepers, of any and all elements, ensuring a wholly neutral process. This senate also serves to advise the Imperial Monarch and settle new laws, review old ones, solve disputes and raise points within the reigning Imperial House. The Imperial House of the Moonlands is strictly for the Elder Council, and abides by its every decision.
Gravitia - gravity - Imperials generally keep to themselves, largely detached and unknown from the greater mass of Aethyrian politics. In all things, they keep their nation free of both the Aetherian and Netherian Alliances, helping or hindering neither. Within their own kingdom, the Imperials rule justly, with the Monarch being known as the 'Emperor' or 'Empress' that presides over every Gravitia dragon - Housed or Houseless, it does not matter. The Imperial House of Jadre Innkuzan does keep contact with its Elder Keeper, but only rarely needs their guidance.
The Heartlands' Council/Elder Keepers
Current Capital: Aethyra. Nation: Heartlands.
Neutral amid the conflicts of the Aetherian and Netherian Alliances, the Elder Council and its Keepers within the Heartlands are the oldest and longest running political group in all of Aethyr. Each member of the council - called a Keeper - is a single ancient dragon of each Aethyrian element, thought to be the oldest and wisest of their kind. They oversee the management of the Heartlands and provide guidance for the elemental kingdoms, with a selection of apprentices, advisors and ambassadors that work both within the central government and in the various kingdoms alike. More information about the Elder Council itself, as well as each individual's information, can be found here.
The Council works via a limited form of representative democracy. Because there is always an even number of Keepers, there cannot be a majority ruling in the event of a tie. In this event, the current leader of the Celestial Faith - a member of the Oathkeepers - is elected to step in and cast the final vote. However, this has led to some controversy in recent centuries due to the heavier-handed tactics the Celestial Faith’s aggressive Order often employs. There is talk of the Faith influencing the Elder Council in matters not related to government, though these remain largely unfounded.
Each Keeper is tasked with keeping communication going with their own elemental kingdom and its Imperial House, and bringing problems to the Council at large. They also oversee the appointment of new Imperial Monarchs, as well as helping to mediate conflict between both elements and alignments. Some kingdoms, especially since the formation of the Aetherian and Netherian alliances, choose to contest or outright ignore the Council’s input. Other races as well may choose to heed or not, though the Keepers largely leave non-dragons alone, unless they cause issue.
Most often, an Elder Keeper is a commitment that may be decades to centuries in the making. Should a member step down or pass away, a new dragon of the same element must be selected. Often, this is an ‘apprentice’ of the Keeper, a dragon well versed in their element, history and knowledge, generally several hundred years of age.
It is to be noted that the Elder Keepers have two primary 'coat of arms'; one is the black, white and gold symbol of the Keepers themselves, and one they wear in all ceremonial garb. The other is the symbol of the Heartlands as a whole - white on a field of gold. Both symbols - the heart and diamond surrounded by all elements - are largely identical.
Elder Keeper: Seen to be the strongest and most knowledgeable Aethyrian dragon of their 'element'. Selected and trained by the Keeper before them as an apprentice, and well learned in politics, history, and culture. One of each element.
Keeper's Apprentice: An older dragon taken by their Elder to be trained in the ways of the Keepers. Generally the Elders have only one, but may have two.
Keeper's Ambassador: Aethyrians - most often dragons, but sometimes of other races of Aethyr - who travel the Realm and bring tidings back to the Keepers of the goings-on in each elemental kingdom.
Advisors: Aethyrians (of any race, but most often young dragons, kobolds or one of Aethyr's smaller species, such as the (TBA)) who tend to the Elders and offer advice on current events. These range from servants to messengers to confidants, and despite the illusion of their low status, are generally treated similarly to those of noble Houses in high-class dragon families.
The Aetherian Alliance
Current Capital: TBA. Nations: Heavenly Spires, Starswept Oceans, Frostlorne, Vulcandaern, Vhirydea, Ancestral Peaks.
The Aetherian Alliance is a joining of the kingdoms of Aether dragons; Aeria, Aquaria, Glacia, Ignia, Natura and Voltia. Originally concepted as a ‘trade agreement’ by the Imperial House of Ignia, the Aetherian Alliance was in truth made to counter the somewhat-older Netherian Alliance, created by Nether dragons as a form of protection. They push laws to limit or ban those of Nether alignment from political functions and larger cities, and are thought of to be a great source of propaganda surrounding dark dragons being ‘evil’. Many leaders in the Aetherian Alliance bolster the beliefs of the Aethera religion in secret, while outwardly supporting the Celestial Faith.
Each Imperial Monarch of the Aether elements holds a seat in a council similar to the Elders, where problems are discussed among the six elemental leaders. However, as they cannot have a majority ruling similarly to the Keepers, they often invite one of the Elders to break a tie on a rotating schedule between the Aether members. This is rare, but doubles as a nod to the authority of the Elder Keepers, primarily to save face with the public.
The nations within the Aetherian Alliance only accept Aether coin, and may prosecute any who bring Nether currency into their cities. They scoff at the neutrality of Chrona and Gravitia dragons, thinking them weak and easily manipulated, and barely bow to the authority of the Elder Keepers.
Imperial Councilor: Every current Imperial Monarch is automatically an Imperial Councilor. These dragons uphold and maintain the Aetherian Alliance, making overarching decisions and rulings.
Aether Guard: Not quite a standing army, but a collective pseudo-military that acts on the authority of the Aetherian Alliance as a whole, often leading direct Imperial soldiers in battle against their enemies. Considered an elite force, and made up almost entirely of House dragons.
Watchers: Act in a similar way to both the Keeper’s Ambassadors and the Advisors, but are always Aether-aligned Aethyrian dragons. They wander the Aether nations looking for dark dragon sympathies, and report back to the Alliance.
The Netherian Alliance
Current Capital: TBA. Nation(s): Eidolan Highlands, Suntouched Sands, Metusian Heights, Sundered Coastlands, Abyssal Boglands, Darkreach Mountains.
The first of the Alliances to be formed, the Netherian Alliance was originally crafted by Umbra's Imperial House as a method of protection against rising mistrust and violence against 'dark' dragons, offering shelter and resources for those who need it. However, it has begun to become more radicalized, with tensions growing and views of division becoming more popular, the Netherian Alliance has become a beacon of resistance and protection against the dragons of the ‘light’. This includes the kingdoms of Anima, Aurata, Phobia, Sanguia, Toxina and Umbra.
Influential among their own kind, they have become supportive of dividing Aether and Nether even further, pursuing their own coin and driving out Aether merchants from their cities. Those of mixed alignment are frowned upon, if not driven out as well, and violence is no longer entirely shunned. Many leaders in the Netherian Alliance bolster the beliefs of the Nethera religion in secret, while outwardly supporting the Celestial Faith.
Unlike the Aetherian Alliance, the Netherian is ruled by a single dragon - generally a former Imperial Monarch - with a small council of chosen advisors. This dragon is often elected from the ranks of former monarchs based on their experience and views, and tends to hold the position until they physically and mentally cannot. As time has worn on, this position has traditionally become more and more radical and prone to offensive action against those of Aether blood.
Guardian of the Night The so-called Guardian of the Night is the leader of the Netherian Alliance, a former Imperial Monarch of Nether. They bring wisdom and guidance to their lands and help the current Monarchs rule their elements, acting similarly to an unofficial Elder Keeper. Always of Nether alignment, though does not have to be blood-related to any current leader depending on how that monarch is selected.
Council of Advisors: Dragons of Nether chosen by the Guardian, often closely trusted, to help make decisions for the Alliance and offer advice to standing Imperial Monarchs as a whole. Most often, these are of multiple elements, but not of Imperial blood. The number ranges from ten to eighteen, never an odd number, as the Guardian serves as the tiebreaker.
Netherian Scythes: The Scythes serve as a small, elite army similar to the Aether Guard in that they lead Imperial troops, and act on the word of the Alliance as a whole. Unlike their Aether counterparts, these dragons can come from a House or be Houseless; what matters is their skill in battle, not their lineage.
Seekers: Similar to Aetherian Watchers, but though they serve much of the same purpose, they also act as missionaries to align dragons unfamiliar with their views with the belief system of the Netherian Alliance.
The Union of Eridanius
Current Capital: TBA. Nation(s): Varied; located in ‘free cities’ outside of Imperial control.
The Union is less a nation or group of nations and more a sub-system of grassroots beliefs that have gained traction among the Houseless and non-dragon citizens of Aethyr. Not led by any one Aethyrian species save for a single dragon figurehead, they consist largely of merchants, and their focus is often on the wealth and strengthening of Aethyr’s economy. They believe that the Elder Keepers hold too much power, and though they are in peaceful terms with the Elder Council as of now, they seek laws and rulings that circumvent the traditional blanket rule.
While relations with the Alliances and the Elder Council are tense at best, the Union and its free cities coexist with the factions in an uncertain truce, all the while benefiting off of the more recent uptick in violence. They promote trade with all, free of the restrictions and overview of the Keepers, and thus can be found in any of the Imperial kingdoms.
More radical groups have cropped up, loosely organized and largely ignored by the Overseer and the government of the Union as a whole. They are considered responsible for terrorist attacks in the Heartlands and abroad, targeting Elder Keepers themselves, their apprentices, ambassadors and advisors. They are also known to run organizations completely free of oversight, protecting criminals and offering sanctuary through hidden havens in both free cities and established Aetherian, Netherian and neutral holdings equally. They have most recently established ties to the Onyx and Ruby Factions, and their influence has grown accordingly.
The Overseer: Most often an Aethyrian dragon from a wealthy merchant House, that can be of any element but whose identity is generally kept hidden from the public. They attend public events in costume, often with their scales and horns (plus feathers, fur and other adornments) painted and dyed to further increase their mystery. They seemingly organize the Union and guide its direction, ensuring that what they do is never quite enough to bring the ire of the Elders or the Alliances, or otherwise not associated with them by name. However, they are primarily a figurehead, and bow in secret to the Treasury.
Goldhunters (Treasurers): Can be of any race and alignment. Often smaller races, such as the kobold, and can be up to five at any given time. Manage finances and keep track of all coinage, especially Aetherian and Netherian variants, and where the Union’s money is allocated, as well as manage where and when that coin is spent. The true leadership of the Union of Eridanius, even above the Overseer.
The Bulwark: Often considered the Overseer’s most trusted circle, the Bulwark is a collection of guards and advisors that protect their leader and give advice as a sort of pseudo council. However, their power is limited, and they primarily function as bodyguards and watchers. In the Union, money rules all, and thus the Goldseekers have more pull.